package away3d.core.partition ;

import away3d.cameras.Camera3D ;
import away3d.core.traverse.PartitionTraverser ;

/**
 * CameraNode is a space partitioning leaf node that contains a Camera3D object.
 */
class CameraNode extends EntityNode
{
    
    /**
     * Creates a new CameraNode object.
     * @param camera The camera to be contained in the node.
     */
    public function CameraNode( camera : Camera3D )
    {
        
        super( camera ) ;
        
    }
    
    
    /**
     * @inheritDoc
     */
    override public function acceptTraverser( traverser : PartitionTraverser )
    {
        
        // todo: dead end for now, if it has a debug mesh, then sure accept that
        
    }
    
    
    /**
     * @inheritDoc
     */
    override public function isInFrustum( camera : Camera3D ) : Bool
    {
        
        // todo: maybe test the debug mesh when present
        return true ;
        
    }
    
    
}
